/*M/////////////////////////////////////////////////////////////////////////////////////// // // IMPORTANT: READ BEFORE DOWNLOADING, COPYING, INSTALLING OR USING. // // By downloading, copying, installing or using the software you agree to this license. // If you do not agree to this license, do not download, install, // copy or use the software. // // // Intel License Agreement // For Open Source Computer Vision Library // // Copyright (C) 2000, Intel Corporation, all rights reserved. // Third party copyrights are property of their respective owners. // // Redistribution and use in source and binary forms, with or without modification, // are permitted provided that the following conditions are met: // // * Redistribution's of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // // * Redistribution's in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // // * The name of Intel Corporation may not be used to endorse or promote products // derived from this software without specific prior written permission. // // This software is provided by the copyright holders and contributors "as is" and // any express or implied warranties, including, but not limited to, the implied // warranties of merchantability and fitness for a particular purpose are disclaimed. // In no event shall the Intel Corporation or contributors be liable for any direct, // indirect, incidental, special, exemplary, or consequential damages // (including, but not limited to, procurement of substitute goods or services; // loss of use, data, or profits; or business interruption) however caused // and on any theory of liability, whether in contract, strict liability, // or tort (including negligence or otherwise) arising in any way out of // the use of this software, even if advised of the possibility of such damage. // //M*/ #include "test_precomp.hpp" #if defined(HAVE_CUDA) && defined(HAVE_OPENGL) ///////////////////////////////////////////// // GlBuffer PARAM_TEST_CASE(GlBuffer, cv::Size, MatType) { cv::Size size; int type; virtual void SetUp() { size = GET_PARAM(0); type = GET_PARAM(1); } }; TEST_P(GlBuffer, Constructor1) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::GlBuffer buf(size.height, size.width, type); EXPECT_EQ(size.height, buf.rows()); EXPECT_EQ(size.width, buf.cols()); EXPECT_EQ(type, buf.type()); buf.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, Constructor2) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::GlBuffer buf(size, type); EXPECT_EQ(size.height, buf.rows()); EXPECT_EQ(size.width, buf.cols()); EXPECT_EQ(type, buf.type()); buf.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, ConstructorFromMat) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type); cv::GlBuffer buf(gold); cv::Mat bufData; buf.copyTo(bufData); EXPECT_MAT_NEAR(gold, bufData, 0); buf.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, ConstructorFromGpuMat) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type); cv::gpu::GpuMat d_gold(gold); cv::GlBuffer buf(d_gold); cv::Mat bufData; buf.copyTo(bufData); EXPECT_MAT_NEAR(gold, bufData, 0); buf.release(); d_gold.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, ConstructorFromGlBuffer) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::GlBuffer buf_gold(size, type); cv::GlBuffer buf(buf_gold); EXPECT_EQ(buf_gold.bufId(), buf.bufId()); EXPECT_EQ(buf_gold.rows(), buf.rows()); EXPECT_EQ(buf_gold.cols(), buf.cols()); EXPECT_EQ(buf_gold.type(), buf.type()); buf.release(); buf_gold.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, ConstructorFromGlTexture2D) { const int depth = CV_MAT_DEPTH(type); const int cn = CV_MAT_CN(type); if (depth != CV_32F || cn == 2) return; cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type, 0, 1.0); cv::GlTexture2D tex_gold(gold); cv::GlBuffer buf(tex_gold); cv::Mat bufData; buf.copyTo(bufData); EXPECT_MAT_NEAR(gold, bufData, 1e-2); buf.release(); tex_gold.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, Create) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::GlBuffer buf; buf.create(size.height, size.width, type); EXPECT_EQ(size.height, buf.rows()); EXPECT_EQ(size.width, buf.cols()); EXPECT_EQ(type, buf.type()); buf.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, CopyFromMat) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type); cv::GlBuffer buf; buf.copyFrom(gold); cv::Mat bufData; buf.copyTo(bufData); EXPECT_MAT_NEAR(gold, bufData, 0); buf.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, CopyFromGpuMat) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type); cv::gpu::GpuMat d_gold(gold); cv::GlBuffer buf; buf.copyFrom(d_gold); cv::Mat bufData; buf.copyTo(bufData); EXPECT_MAT_NEAR(gold, bufData, 0); buf.release(); d_gold.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, CopyFromGlBuffer) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type); cv::GlBuffer buf_gold(gold); cv::GlBuffer buf; buf.copyFrom(buf_gold); EXPECT_NE(buf_gold.bufId(), buf.bufId()); cv::Mat bufData; buf.copyTo(bufData); EXPECT_MAT_NEAR(gold, bufData, 0); buf.release(); buf_gold.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, CopyFromGlTexture2D) { const int depth = CV_MAT_DEPTH(type); const int cn = CV_MAT_CN(type); if (depth != CV_32F || cn == 2) return; cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type, 0, 1.0); cv::GlTexture2D tex_gold(gold); cv::GlBuffer buf; buf.copyFrom(tex_gold); cv::Mat bufData; buf.copyTo(bufData); EXPECT_MAT_NEAR(gold, bufData, 1e-2); buf.release(); tex_gold.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, CopyToGpuMat) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type); cv::GlBuffer buf(gold); cv::gpu::GpuMat dst; buf.copyTo(dst); EXPECT_MAT_NEAR(gold, dst, 0); dst.release(); buf.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, CopyToGlBuffer) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type); cv::GlBuffer buf(gold); cv::GlBuffer dst; buf.copyTo(dst); EXPECT_NE(buf.bufId(), dst.bufId()); cv::Mat bufData; dst.copyTo(bufData); EXPECT_MAT_NEAR(gold, bufData, 0); dst.release(); buf.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, CopyToGlTexture2D) { const int depth = CV_MAT_DEPTH(type); const int cn = CV_MAT_CN(type); if (depth != CV_32F || cn == 2) return; cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type, 0, 1.0); cv::GlBuffer buf(gold); cv::GlTexture2D tex; buf.copyTo(tex); cv::Mat texData; tex.copyTo(texData); EXPECT_MAT_NEAR(gold, texData, 1e-2); tex.release(); buf.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, Clone) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type); cv::GlBuffer buf(gold); cv::GlBuffer dst = buf.clone(); EXPECT_NE(buf.bufId(), dst.bufId()); cv::Mat bufData; dst.copyTo(bufData); EXPECT_MAT_NEAR(gold, bufData, 0); dst.release(); buf.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, MapHost) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type); cv::GlBuffer buf(gold); cv::Mat dst = buf.mapHost(); EXPECT_MAT_NEAR(gold, dst, 0); buf.unmapHost(); buf.release(); cv::destroyAllWindows(); } TEST_P(GlBuffer, MapDevice) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type); cv::GlBuffer buf(gold); cv::gpu::GpuMat dst = buf.mapDevice(); EXPECT_MAT_NEAR(gold, dst, 0); buf.unmapDevice(); buf.release(); cv::destroyAllWindows(); } INSTANTIATE_TEST_CASE_P(OpenGL, GlBuffer, testing::Combine(DIFFERENT_SIZES, ALL_TYPES)); ///////////////////////////////////////////// // GlTexture2D PARAM_TEST_CASE(GlTexture2D, cv::Size, MatType) { cv::Size size; int type; int depth; int cn; cv::GlTexture2D::Format format; virtual void SetUp() { size = GET_PARAM(0); type = GET_PARAM(1); depth = CV_MAT_DEPTH(type); cn = CV_MAT_CN(type); format = cn == 1 ? cv::GlTexture2D::DEPTH_COMPONENT : cn == 3 ? cv::GlTexture2D::RGB : cn == 4 ? cv::GlTexture2D::RGBA : cv::GlTexture2D::NONE; } }; TEST_P(GlTexture2D, Constructor1) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::GlTexture2D tex(size.height, size.width, format); EXPECT_EQ(size.height, tex.rows()); EXPECT_EQ(size.width, tex.cols()); EXPECT_EQ(format, tex.format()); tex.release(); cv::destroyAllWindows(); } TEST_P(GlTexture2D, Constructor2) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::GlTexture2D tex(size, format); EXPECT_EQ(size.height, tex.rows()); EXPECT_EQ(size.width, tex.cols()); EXPECT_EQ(format, tex.format()); tex.release(); cv::destroyAllWindows(); } TEST_P(GlTexture2D, ConstructorFromMat) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); cv::GlTexture2D tex(gold); cv::Mat texData; tex.copyTo(texData, depth); EXPECT_MAT_NEAR(gold, texData, 1e-2); tex.release(); cv::destroyAllWindows(); } TEST_P(GlTexture2D, ConstructorFromGpuMat) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); cv::gpu::GpuMat d_gold(gold); cv::GlTexture2D tex(d_gold); cv::Mat texData; tex.copyTo(texData, depth); EXPECT_MAT_NEAR(gold, texData, 1e-2); tex.release(); d_gold.release(); cv::destroyAllWindows(); } TEST_P(GlTexture2D, ConstructorFromGlBuffer) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); cv::GlBuffer buf_gold(gold); cv::GlTexture2D tex(buf_gold); cv::Mat texData; tex.copyTo(texData, depth); EXPECT_MAT_NEAR(gold, texData, 1e-2); tex.release(); buf_gold.release(); cv::destroyAllWindows(); } TEST_P(GlTexture2D, ConstructorFromGlTexture2D) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::GlTexture2D tex_gold(size, format); cv::GlTexture2D tex(tex_gold); EXPECT_EQ(tex_gold.texId(), tex.texId()); EXPECT_EQ(tex_gold.rows(), tex.rows()); EXPECT_EQ(tex_gold.cols(), tex.cols()); EXPECT_EQ(tex_gold.format(), tex.format()); tex.release(); tex_gold.release(); cv::destroyAllWindows(); } TEST_P(GlTexture2D, Create) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::GlTexture2D tex; tex.create(size.height, size.width, format); EXPECT_EQ(size.height, tex.rows()); EXPECT_EQ(size.width, tex.cols()); EXPECT_EQ(format, tex.format()); tex.release(); cv::destroyAllWindows(); } TEST_P(GlTexture2D, CopyFromMat) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); cv::GlTexture2D tex; tex.copyFrom(gold); cv::Mat texData; tex.copyTo(texData, depth); EXPECT_MAT_NEAR(gold, texData, 1e-2); tex.release(); cv::destroyAllWindows(); } TEST_P(GlTexture2D, CopyFromGpuMat) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); cv::gpu::GpuMat d_gold(gold); cv::GlTexture2D tex; tex.copyFrom(d_gold); cv::Mat texData; tex.copyTo(texData, depth); EXPECT_MAT_NEAR(gold, texData, 1e-2); tex.release(); d_gold.release(); cv::destroyAllWindows(); } TEST_P(GlTexture2D, CopyFromGlBuffer) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); cv::GlBuffer buf_gold(gold); cv::GlTexture2D tex; tex.copyFrom(buf_gold); cv::Mat texData; tex.copyTo(texData, depth); EXPECT_MAT_NEAR(gold, texData, 1e-2); tex.release(); buf_gold.release(); cv::destroyAllWindows(); } TEST_P(GlTexture2D, CopyToGpuMat) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); cv::GlTexture2D tex(gold); cv::gpu::GpuMat dst; tex.copyTo(dst, depth); EXPECT_MAT_NEAR(gold, dst, 1e-2); dst.release(); tex.release(); cv::destroyAllWindows(); } TEST_P(GlTexture2D, CopyToGlBuffer) { cv::namedWindow("test", cv::WINDOW_OPENGL); cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); cv::GlTexture2D tex(gold); cv::GlBuffer dst; tex.copyTo(dst, depth); cv::Mat bufData; dst.copyTo(bufData); EXPECT_MAT_NEAR(gold, bufData, 1e-2); dst.release(); tex.release(); cv::destroyAllWindows(); } INSTANTIATE_TEST_CASE_P(OpenGL, GlTexture2D, testing::Combine(DIFFERENT_SIZES, testing::Values(CV_8UC1, CV_8UC3, CV_8UC4, CV_32FC1, CV_32FC3, CV_32FC4))); #endif